Exemple #1
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 public DiplomaticProposalComposer(
     ICivilizationFactory civFactory, IDiplomaticExchangeComposer exchangeComposer
     )
 {
     CivFactory       = civFactory;
     ExchangeComposer = exchangeComposer;
 }
 public MapGenerator(
     IMapGenerationConfig config, ICivilizationFactory civFactory, IHexGrid grid,
     IOceanGenerator oceanGenerator, IGridTraversalLogic gridTraversalLogic,
     IStartingUnitPlacementLogic startingUnitPlacementLogic, IPlayerFactory playerFactory,
     IGridPartitionLogic gridPartitionLogic, IWaterRationalizer waterRationalizer,
     IHomelandGenerator homelandGenerator, ITemplateSelectionLogic templateSelectionLogic,
     ICellClimateLogic cellClimateLogic, ISectionSubdivisionLogic subdivisionLogic,
     ICivilizationConfig civConfig, IBrainPile brainPile, IMapComposer mapComposer,
     [Inject(Id = "Coroutine Invoker")] MonoBehaviour coroutineInvoker
     )
 {
     Config                     = config;
     CivFactory                 = civFactory;
     Grid                       = grid;
     OceanGenerator             = oceanGenerator;
     StartingUnitPlacementLogic = startingUnitPlacementLogic;
     PlayerFactory              = playerFactory;
     GridPartitionLogic         = gridPartitionLogic;
     WaterRationalizer          = waterRationalizer;
     HomelandGenerator          = homelandGenerator;
     TemplateSelectionLogic     = templateSelectionLogic;
     CellClimateLogic           = cellClimateLogic;
     SubdivisionLogic           = subdivisionLogic;
     CivConfig                  = civConfig;
     BrainPile                  = brainPile;
     MapComposer                = mapComposer;
     CoroutineInvoker           = coroutineInvoker;
 }
Exemple #3
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 public OngoingDealComposer(
     ICivilizationFactory civFactory,
     IOngoingDiplomaticExchangeComposer ongoingExchangeComposer
     )
 {
     CivFactory = civFactory;
     OngoingExchangeComposer = ongoingExchangeComposer;
 }
Exemple #4
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 public OngoingDiplomaticExchangeComposer(
     ICivilizationFactory civFactory, IDiplomaticExchangeFactory exchangeFactory,
     [Inject(Id = "Available Resources")] IEnumerable <IResourceDefinition> availableResources
     )
 {
     CivFactory         = civFactory;
     ExchangeFactory    = exchangeFactory;
     AvailableResources = availableResources;
 }
 public BarbarianAvailableUnitsLogic(
     IBarbarianConfig barbarianConfig, IUnitPositionCanon unitPositionCanon,
     ICivilizationFactory civFactory
     )
 {
     BarbarianConfig   = barbarianConfig;
     UnitPositionCanon = unitPositionCanon;
     CivFactory        = civFactory;
 }
Exemple #6
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 public CapitalCityComposer(
     ICivilizationFactory civFactory, ICapitalCityCanon capitalCityCanon,
     IPossessionRelationship <IHexCell, ICity> cityLocationCanon, IHexGrid grid
     )
 {
     CivFactory        = civFactory;
     CapitalCityCanon  = capitalCityCanon;
     CityLocationCanon = cityLocationCanon;
     Grid = grid;
 }
Exemple #7
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 public void InjectDependencies(
     IWarCanon warCanon, ICivilizationFactory civilizationFactory,
     IGameCore gameCore, DiContainer container
     )
 {
     WarCanon            = warCanon;
     CivilizationFactory = civilizationFactory;
     GameCore            = gameCore;
     Container           = container;
 }
 public UnitStrengthEstimator(
     IUnitUpgradeLogic unitUpgradeLogic, ICivilizationFactory civFactory, IUnitPositionCanon unitPositionCanon,
     IUnitComparativeStrengthEstimator comparativeStrengthEstimator
     )
 {
     UnitUpgradeLogic             = unitUpgradeLogic;
     CivFactory                   = civFactory;
     UnitPositionCanon            = unitPositionCanon;
     ComparativeStrengthEstimator = comparativeStrengthEstimator;
 }
 public PlayerComposer(
     IPlayerFactory playerFactory, ICivilizationFactory civFactory,
     IGameCore gameCore, IBrainPile brainPile
     )
 {
     PlayerFactory = playerFactory;
     CivFactory    = civFactory;
     GameCore      = gameCore;
     BrainPile     = brainPile;
 }
Exemple #10
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 public void InjectDependencies(
     ICivilizationFactory civilizationFactory, IPlayerFactory playerFactory,
     CivilizationSignals civSignals, ReadOnlyCollection <ICivilizationTemplate> civTemplates,
     IBrainPile brainPile
     )
 {
     CivilizationFactory = civilizationFactory;
     PlayerFactory       = playerFactory;
     CivSignals          = civSignals;
     CivTemplates        = civTemplates;
     BrainPile           = brainPile;
 }
Exemple #11
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 public DiplomacyComposer(
     IDiplomacyCore diplomacyCore, ICivilizationFactory civFactory,
     IWarCanon warCanon, IDiplomaticProposalComposer proposalComposer,
     IOngoingDealComposer ongoingDealComposer
     )
 {
     DiplomacyCore       = diplomacyCore;
     CivFactory          = civFactory;
     WarCanon            = warCanon;
     ProposalComposer    = proposalComposer;
     OngoingDealComposer = ongoingDealComposer;
 }
 public void InjectDependencies(
     ICivilizationFactory civilizationFactory, IUnitFactory unitFactory, HexCellSignals cellSignals,
     [Inject(Id = "Available Unit Templates")] IEnumerable <IUnitTemplate> availableTemplates,
     IUnitPositionCanon unitPositionCanon, UnitSignals unitSignals
     )
 {
     CivilizationFactory = civilizationFactory;
     UnitFactory         = unitFactory;
     CellSignals         = cellSignals;
     AvailableTemplates  = availableTemplates.ToList();
     UnitPositionCanon   = unitPositionCanon;
     UnitSignals         = unitSignals;
 }
Exemple #13
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 public BarbarianUnitSpawner(
     ICivilizationFactory civFactory, IBarbarianConfig barbarianConfig,
     IUnitFactory unitFactory, IRandomizer randomizer,
     IBarbarianSpawningTools spawningTools,
     IBarbarianAvailableUnitsLogic availableUnitsLogic
     )
 {
     CivFactory          = civFactory;
     BarbarianConfig     = barbarianConfig;
     UnitFactory         = unitFactory;
     Randomizer          = randomizer;
     SpawningTools       = spawningTools;
     AvailableUnitsLogic = availableUnitsLogic;
 }
 public BarbarianSpawningTools(
     ICivilizationFactory civFactory, IBarbarianConfig barbarianConfig,
     IEncampmentFactory encampmentFactory, IVisibilityCanon visibilityCanon,
     IEncampmentLocationCanon encampmentLocationCanon, IHexGrid grid,
     IRandomizer randomizer
     )
 {
     CivFactory              = civFactory;
     BarbarianConfig         = barbarianConfig;
     EncampmentFactory       = encampmentFactory;
     VisibilityCanon         = visibilityCanon;
     EncampmentLocationCanon = encampmentLocationCanon;
     Grid       = grid;
     Randomizer = randomizer;
 }
 public void InjectDependencies(
     ICivilizationFactory civilizationFactory, ICityValidityLogic cityValidityLogic,
     HexCellSignals cellSignals, CitySignals citySignals, ICityFactory cityFactory,
     IPossessionRelationship <IHexCell, ICity> cityLocationCanon,
     IPossessionRelationship <ICivilization, ICity> cityPossessionCanon
     )
 {
     CivilizationFactory = civilizationFactory;
     CityValidityLogic   = cityValidityLogic;
     CellSignals         = cellSignals;
     CitySignals         = citySignals;
     CityFactory         = cityFactory;
     CityLocationCanon   = cityLocationCanon;
     CityPossessionCanon = cityPossessionCanon;
 }
Exemple #16
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 public UnitComposer(
     IUnitFactory unitFactory, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon,
     IUnitPositionCanon unitPositionCanon, IHexGrid grid, ICivilizationFactory civilizationFactory,
     [Inject(Id = "Available Unit Templates")] IEnumerable <IUnitTemplate> availableUnitTemplates,
     IPromotionTreeComposer promotionTreeComposer
     )
 {
     UnitFactory         = unitFactory;
     UnitPossessionCanon = unitPossessionCanon;
     UnitPositionCanon   = unitPositionCanon;
     Grid = grid;
     CivilizationFactory    = civilizationFactory;
     AvailableUnitTemplates = availableUnitTemplates;
     PromotionTreeComposer  = promotionTreeComposer;
 }
Exemple #17
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 public BarbarianTurnExecuter(
     IEncampmentFactory encampmentFactory, ICivilizationFactory civFactory,
     IBarbarianSpawningTools spawningTools, IRandomizer randomizer,
     IBarbarianConfig barbarianConfig, IBarbarianEncampmentSpawner encampmentSpawner,
     IBarbarianUnitSpawner unitSpawner
     )
 {
     EncampmentFactory = encampmentFactory;
     CivFactory        = civFactory;
     SpawningTools     = spawningTools;
     Randomizer        = randomizer;
     BarbarianConfig   = barbarianConfig;
     EncampmentSpawner = encampmentSpawner;
     UnitSpawner       = unitSpawner;
 }
 public CivilizationComposer(
     ICivilizationFactory civilizationFactory, ITechCanon techCanon,
     ISocialPolicyComposer policyComposer, IExplorationCanon explorationCanon, IHexGrid grid,
     IFreeBuildingsCanon freeBuildingsCanon, List <IBuildingTemplate> availableBuildings,
     [Inject(Id = "Available Techs")] List <ITechDefinition> availableTechs,
     ReadOnlyCollection <ICivilizationTemplate> availableCivTemplates,
     IGoldenAgeCanon goldenAgeCanon, ICivDiscoveryCanon civDiscoveryCanon
     )
 {
     CivilizationFactory = civilizationFactory;
     TechCanon           = techCanon;
     PolicyComposer      = policyComposer;
     ExplorationCanon    = explorationCanon;
     Grid = grid;
     FreeBuildingsCanon    = freeBuildingsCanon;
     BuildingTemplates     = availableBuildings;
     AvailableTechs        = availableTechs;
     AvailableCivTemplates = availableCivTemplates;
     GoldenAgeCanon        = goldenAgeCanon;
     CivDiscoveryCanon     = civDiscoveryCanon;
 }
Exemple #19
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        public void InjectDependencies(
            UIStateMachineBrain brain, IHexGrid grid, IMapComposer mapComposer,
            ICivilizationFactory civFactory, IPlayerFactory playerFactory,
            IVisibilityResponder visibilityResponder, IVisibilityCanon visibilityCanon,
            IExplorationCanon explorationCanon, List <IPlayModeSensitiveElement> playModeSensitiveElements,
            ICivilizationConfig civConfig, IBrainPile brainPile, IUnitMapIconManager unitMapIconManager

            )
        {
            Brain                     = brain;
            Grid                      = grid;
            MapComposer               = mapComposer;
            CivFactory                = civFactory;
            PlayerFactory             = playerFactory;
            VisibilityResponder       = visibilityResponder;
            VisibilityCanon           = visibilityCanon;
            ExplorationCanon          = explorationCanon;
            PlayModeSensitiveElements = playModeSensitiveElements;
            CivConfig                 = civConfig;
            BrainPile                 = brainPile;
            UnitMapIconManager        = unitMapIconManager;
        }
 public CityComposer(
     IHexGrid grid,
     ICityFactory cityFactory,
     IPossessionRelationship <ICivilization, ICity> cityPossessionCanon,
     IPossessionRelationship <IHexCell, ICity> cityLocationCanon,
     ICivilizationFactory civilizationFactory,
     List <IBuildingTemplate> availableBuildingTemplates,
     [Inject(Id = "Available Unit Templates")] IEnumerable <IUnitTemplate> availableUnitTemplates,
     IProductionProjectFactory projectFactory,
     IFreeBuildingApplier freeBuildingApplier
     )
 {
     Grid                       = grid;
     CityFactory                = cityFactory;
     CityPossessionCanon        = cityPossessionCanon;
     CityLocationCanon          = cityLocationCanon;
     CivilizationFactory        = civilizationFactory;
     AvailableBuildingTemplates = availableBuildingTemplates;
     AvailableUnitTemplates     = availableUnitTemplates;
     ProjectFactory             = projectFactory;
     FreeBuildingApplier        = freeBuildingApplier;
 }
Exemple #21
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 public void InjectDependencies(ICivilizationFactory civilizationFactory)
 {
     CivilizationFactory = civilizationFactory;
 }
Exemple #22
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 public WarCanon(ICivilizationFactory civilizationFactory)
 {
     CivilizationFactory = civilizationFactory;
 }